Assuming you mean the Falcon's Pulse Laser. Pulse Laser and "good against vehicles", have you ever tried to use it? To be fair, it would actually be interesting to see how it would fare, if they gave it a lock on (without changing the charge-up or cooldown) and then upped the damage to the level of the Lascannon. That way it would be able to take out vehicles (especially when ambushing or flanking) and be unable to take out infantry (unless it hold still). They might need to increase the turret traverse a bit if this happened though.
Your disagreement makes no sense. In fluff, each shot generates enough heat to overheat the weapon and damage the barrel so in the game each shot only generates some heat, which in turn allows the LC to have a higher rate of fire than it would otherwise. A delay before firing and the recharge between shots should limit its infantry ability but its damage should also be reduced so it doesn't 1HK with a shot to the toes or back-pack, needing either a head shot or a body shot against an injured target. It could be better translated as an overheat mechanic that causes the LC to overheat if too many shots are fired within a certain period of time. Yeah, that's way too low and long. A Lascannon should be able to destroy a Rhino with 6 shots to the Front/Sides and 5 shots from the Rear. It should have a brief delay(I.E. 0.5 to 0.75-sec) before firing and take a moment to cooldown(I.E. 1 to 1.5-sec). An overheat mechanic would reduce how many times it could fire within a period of time even with the lower time between shots. It should have a delay before firing, during which a targeting laser would appear and the player would either be unable to move their reticle or would have reduced tracking speed and should only 1HK a Marine with a head shot, needing them to be damaged for a body shot to be able to 1HK them; otherwise, a body shot would be a Down. The weapon should have a slight delay after firing and should have an overheat mechanic that keeps it from firing too many times in a short period of time. It should have 24 to 30 shots and should be able to fire from the hip, while aiming should cause the player to brace in place, zooming in for more accurate shots but displaying a targeting laser from the LC to warn other players. Yes. It is also annoying when units are not properly represented. The Eldar Wave Serpent/Falcon are not only supposed to be faster and more heavily armed than the Imperial Rhino/Razorback but also more heavily armored, with 12 side/front armor vs the Imperial 11. While a LC should be able to destroy a Rhino with 5 shots to the rear and 6 to the sides/front, it should take 6 no matter the side to destroy a Wave Serpent; however, if the WS has its Serpent Shield, which should be a default ability, damage to either the front or sides could be reduced by having the Shield add to the vehicle's Armor Value, raising the side/front shot requirement to 7. In addition to the boosters for a quick forward rush, Eldar vehicles could also have 'jink' saves that allow them to make a short dash in any horizontal direction. In return, Eldar vehicles would have a smaller number they could field at once and would cost more resources to spawn and/or have a longer spawn timer. For example: Rhino Transport Capacity: 10 Troops Rhino Requisition Cost: 150 Rhino Respawn Timer: 5-Minutes Rhino Field Limit: 6 Rhinos Wave Serpent Transport Capacity: 12 Troops WS Requisition Cost: 175 WS Respawn Timer: 6-Minutes WS Field Limit: 5 Wave Serpents It took little effort to use as a sniper rifle because it 1HKed regardless of where you hit the target instead of being how it should where only a head shot is a 1HK, needing the Marine to be injured for a body shot to be able to kill them. The addition of reduced damage to legs means that sniping toes is less effective. The ones complaining about it are the ones that are intelligent to realize it is implemented wrong and can be implemented in another way without your retarded idea of it becoming a sniper happening. The "5-mins" wait time between shots is real-people-playing-the-TT-game-time not in-the-WH40K-universe-battle-happening-on-the-TT time as while it can take a single player an hour to finish a turn mere seconds have actually passed in the game. No one has said make it a sniper rifle. Your retardation is thinking that making a weapon even slightly better at something than it currently is makes it so much better than it is just the best at doing that thing. A weapon with less anti-infantry capability than it should have getting its AI capability improved to the level it should be causes that weapon to have its appropriate power, without suddenly transforming into a different type of weapon. Yeah, that looks terrible. It's like they're firing Lasguns that gradually upgrade to Hotshot Lasguns as they are fired. DoW 1 and 2 did the Lascannon right. Who said that TEQ's should be able to get 1HKed by a Lascannon in the first place? I partially agree, being that the Lascannon still needs other changes. Other games with vehicles in them reward players with XP after dealing a certain amount of damage to the vehicle, such as Battlefield giving XP for damaging, disabling and destroying vehicles. The weapon needs lock-on replaced with a brief delay before firing, while the damage needs to be adjusted so it only 1HKs with a head shot against a full Armor/HP Marine, unable to 1HK with shots to the toes. Not if the weapon requires a head shot for a 1HK as you'd have to have the targeting laser up around them waiting to drop it down where they can more easily spot and avoid it. At Strength 8, AP3, it should be able to deal 16.7% of its damage through a Marine's Power Armour, needing to hit them 4 times to Down them. Without any modifiers(I.E. +50% VEH-DMG) it would need 20 shots to destroy a Rhino from behind vs a Lascannon's 5, and 24 from the sides/front vs a LC's 6 shots. The Reaper Launcher itself can have a higher rate of fire than the Lascannon, still allowing it to compete against it in terms of AV capability. The shots should not travel too slowly as they should not have very significant AoE capability, relying more on direct hits/near-misses in order to deal damage to the target. The issues should be that you are wasting time trying to get shots on moving infantry that could have been spent targeting vehicles so you are not performing at optimal levels; however, because you can fire at and if accurate enough Down or even 1HK enemy infantry with it then it should generally be more helpful for your team, if there are no current vehicles for you to fire at, for you to take shots at a few vulnerable targets rather than sitting around with your thumb up your ass waiting for more vehicles to appear or wasting time running into close range so you can use your Pistol. Actually, most of the game's hate came from using peer-to-peer servers instead of dedicated ones. The Melta Gun was also used more than the Lascannon. Yes. Melee TTKs need to be seriously raised. The appropriate way to balance ranged and melee is not to completely unnecessarily buff melee damage to the point of 1-2 hit killing but temporarily providing players, regardless of class/faction, that land a melee hit with 50% ranged damage reduction in addition to interrupting the ranged weapon of the player that was hit. Spoiler Bolter Body Shot TTK vs Tactical: 1.75-sec, 8 Bolts, 0.25-sec Fire Rate Bolter Body Shot TTK vs Tac w/Range DMG RES: 3.75-sec, 16 Bolts Bolter Head Shot TTK vs Tactical: 0.75-sec, 4 Bolts Bolter Head Shot TTK vs Tac w/Range DMG RES: 1.75-sec, 8 Bolts Combat Knife TTK vs Tactical: 2.4-sec, 8 Basic Attacks, 0.3-sec Attack Speed Because the Bolter and Combat Knife deal the same damage, each Bolt landed before entering melee is 1 less Basic Attack needed to Down your enemy. With two full health targets, the Range DMG RES gives the Combat Knife the advantage, unless the enemy manages to land consecutive head shots against their meleeing enemy. Players 1/2 and A/B are teams. If Player 1 engages Player A in melee, Player B can decide to try shooting into the melee, risking hitting his ally, in an attempt to help Down Player 1; of course, during such time Player 1 has Range DMG RES, while Player B does not, meaning Player 2 can more easily target and shoot him Down and then move to assist Player 1. So, Player B could instead move into melee to assist his ally, gaining temporary Range DMG RES that he and his ally can use against Player 2 in a shoot-out after Downing Player 1.
Melee's TTK is OK. Range classes just dont have anything to counter it, since all CQC guns are garbage now. P.S. That headshot modifier made me sick. Its a waaay bigger in other shooters. Also, i need only 8 successfully light attacks to kill a PF user, which ignores my dbash and and breaks my trusty knife w like 1 hit? Why not 15? Nerfmarines will disapprove. And im completely agree on this one. All guns should be balanced that way - no thumbsucking, always useful instead of "IT MUST KILL ONLY TANKS/FLYES/PINK UNICORNS/!1" thing.
Maybe he believes that is he repeats it often and long enough, without reasonable argumentation on why he shouldn't use stalker bolter instead, then it will happen magically?